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Setting the table…

Play Whist Online

Classic partnership trick-taking with a turned trump card.

Sit South, partner with North, and play full Whist hands against West and East at your chosen difficulty. The dealer's turn-up names trump, every trick over six earns a game point, and the first partnership to five points wins the match.

How to play Whist

  1. 1Shuffle a standard 52-card deck and deal 13 cards to each of four players.
  2. 2Players sitting opposite each other are partners: North-South versus East-West.
  3. 3The dealer turns the last dealt card face up, and that card suit becomes trump for the hand.
  4. 4The player to the dealer's left leads the first trick with any card.
  5. 5Each other player must follow the led suit if they have a card in that suit.
  6. 6A player who cannot follow suit may play any card, including trump.
  7. 7The highest trump wins the trick; if no trump is played, the highest card in the led suit wins.
  8. 8The trick winner leads the next trick.
  9. 9After 13 tricks, the side with more than six tricks scores one point per extra trick.

How to play Whist

Whist is a four-player partnership trick-taking card game played with one standard deck. It is one of the cleanest ways to learn the trick-taking family because it has no bidding, no melds, no special bonus cards, and no hidden contract. The game is simply about winning tricks with your partner while reading the suits that have already appeared.

This guide explains the classic Whist rules used by our online game: four seats, North-South against East-West, 13 cards each, a turned trump card, must-follow-suit trick play, and one point for every trick above six. It also covers examples, edge cases, partnership habits, and the differences between Whist and later games such as Bridge or Spades.

Setup

Whist uses a standard 52-card deck with no jokers. Four players sit around the table. The players sitting opposite each other are partners, so North and South are one side, while East and West are the other side. In this online version, you sit South, North is your AI partner, and West and East are the opposing partnership.

Shuffle and deal the entire deck one card at a time until each player has 13 cards. The dealer turns the last card dealt face up. The suit of that card becomes trump for the hand. After everyone has seen the trump card, it belongs to the dealer's hand like any other card.

Card ranking

Cards rank ace high, then king, queen, jack, ten, nine, eight, seven, six, five, four, three, and two. The ranking is the same in every suit. A higher card in the led suit beats a lower card in that suit, but any legal trump card beats all non-trump cards.

Turn Order and Tricks

The player to the dealer's left leads the first trick. A trick is one card from each player, played clockwise. The first card played to a trick sets the led suit. Every other player must follow that suit if they can. If you have one or more cards in the led suit, you must play one of them.

  1. The leader plays any card from hand.
  2. Each other player follows the led suit if possible.
  3. A player with no cards in the led suit may play any card, including trump.
  4. The highest trump wins the trick if trump was played.
  5. If no trump was played, the highest card in the led suit wins.
  6. The trick winner collects the trick and leads the next trick.

This repeats until all 13 tricks have been played. Since every card is dealt, no draw pile or discard pile exists during a Whist hand. Every choice comes from the cards you were dealt and what you can infer from the tricks already played.

Trump Rules

Trump is the suit that outranks the other three suits for the hand. If hearts are trump, the two of hearts beats the ace of spades when spades were led and the heart was played by someone who had no spades. A higher trump beats a lower trump, so the king of hearts would beat the two of hearts in that same trick.

Trump does not let you ignore the led suit. If clubs are led and you have a club, you must play a club even if you also have a strong trump card. You may play trump only when you are void in the led suit, or when trump itself was led.

Should you spend trump early?

Spending trump wins control, but every trump card is a limited resource. If your partner is already winning a trick, trumping that trick is usually a mistake. If an opponent is winning with a high card and you are void in the led suit, a small trump can be a strong play because it saves your high cards in other suits for later leads.

Scoring

After all 13 tricks are complete, count how many tricks each partnership won. The first six tricks are treated as the baseline. The partnership that wins more than six tricks scores one point for each trick above six. Seven tricks scores one point, eight tricks scores two points, nine tricks scores three points, and so on.

If North-South wins eight tricks and East-West wins five tricks, North-South scores two points. If East-West wins ten tricks, East-West scores four points. A single hand cannot tie because there are 13 tricks. Traditional tables play multiple hands to five, seven, or nine points, and our online game follows short whist: game points accumulate until a partnership reaches five. Scoring for a live table instead? The Whist score keeper handles tricks-over-six math with selectable targets and an optional honors bonus.

Examples

Suppose diamonds are trump and West leads the ace of clubs. North plays the seven of clubs, East plays the queen of clubs, and you have clubs in hand. You must play a club. The ace of clubs wins unless someone legally plays a diamond, which cannot happen while they still hold a club.

Suppose spades are led, but you have no spades. Hearts are trump. You may play any card. If you play the three of hearts and no higher heart appears, you win the trick even if another player played the ace of spades. If East later plays the jack of hearts, East wins because a higher trump beats a lower trump.

Suppose your partner North is currently winning with the king of the led suit. If you cannot beat the king without trumping, you usually discard a low card and let North keep the trick. Whist rewards partnership discipline: you do not need to win a trick your side is already winning.

Strategy Tips

Lead from strength

A long suit gives you chances to force opponents out of that suit. If you lead from a suit where you hold several cards, you may later see opponents fail to follow, which tells you they are void. High cards are strongest when they are supported by length.

Watch your partner

Whist has no table talk, so the cards themselves carry information. When your partner wins a trick, consider returning the suit they led if it looks safe. When your partner discards from a suit, remember that they may be void there and able to trump later.

Track the high cards

You do not need to count every card perfectly to improve. Start by remembering whether the ace, king, and queen of trump have appeared. Then watch the top cards in suits where you hold kings or queens. If the ace is gone, your king may become a winner.

Edge Cases and House Rules

What is a revoke?

A revoke happens when a player fails to follow suit even though they had a card in the led suit. In physical Whist, this is usually penalized because following suit is the central rule of the game. The online game prevents illegal plays, so a revoke cannot happen here.

Can trump be led?

Yes. Classic Whist allows a player who wins a trick to lead any suit on the next trick, including trump. Some later trick-taking games restrict when trump can be led, but that is not part of the simple Whist rules used here.

How is Whist different from Bridge?

Bridge grew out of Whist but adds bidding, declarer play, dummy, contracts, vulnerability, and a much larger scoring system. Whist keeps the essential partnership trick-taking decisions but removes the contract layer, which makes it much easier for new players to learn.

Common Mistakes

The most common beginner mistake is treating every trick as an individual race. In Whist, your partnership owns the trick together. If North is winning and East has already played, South usually gains nothing by playing a higher card. Save that higher card for a trick where your side is losing or where you need to regain the lead.

Another mistake is trumping too quickly. Trump cards are exciting because they can beat aces from other suits, but they are also the only defense when opponents lead suits where you are void. A small trump used on a trick your partner could have won is often worse than a low discard.

Finally, many new players forget who will lead next. Winning a trick is valuable partly because it gives your side the next lead. If your hand has a long suit ready to run, taking control is worth more. If your hand has no clear next lead, letting your partner hold control may be the stronger play.

Whist Variants

Different tables use different Whist variants. Some play to five points, some play to seven or nine, and some rotate the dealer after every hand. Some versions remove the turned trump card and instead choose trump by cutting the deck. Others use no-trump hands or add honors scoring for holding the ace, king, queen, and jack of trump. Knockout Whist turns the game into an elimination race: hands shrink from seven cards toward one, and a player who wins no trick in a hand is knocked out.

The biggest branch of the family is Bid Whist, the partnership game with an auction, jokers, a six-card kitty, and uptown or downtown play that holds a celebrated place in Black American card culture. Our Bid Whist guide explains how it works and how it differs from the classic game played here.

The core rules stay the same across those variations: four players, partnerships across the table, one card per trick, mandatory following suit, highest trump or highest led-suit card wins, and tricks over six decide the score. If you know this version, you can sit down at most casual Whist tables and understand the structure immediately.

Whist card game rules, free online play, and strategy

Whist is the clean ancestor of many modern trick-taking games. There is no auction to memorize, no bonus contract, and no complicated card exchange. Four players split into two partnerships, one suit becomes trump, and each of the thirteen tricks asks the same sharp question: can you follow suit, can you beat the current winner, and should you spend strength now or save it for later?

This free online Whist table keeps that classic rhythm intact. You play South with North as your AI partner while West and East oppose you. The dealer turns the final card of the deal face up to fix trump for the hand, the leader names the suit of each trick, and everyone holding that suit must follow it. A void hand may discard or trump in, the highest trump takes the trick — or the highest led-suit card when no trump appears — and the winner leads next.

The scoring is famously spare, which is exactly what gives it bite. The first six tricks form the book and earn nothing, so only the seventh trick onward counts: one game point per trick over six, to a maximum of seven for a clean sweep of all thirteen. Most hands settle at 7–6 or 8–5, meaning one or two contested tricks in the middle of the hand routinely decide the entire score. This table plays short whist, so the first partnership to accumulate five game points wins the match.

Because every one of the 52 cards is dealt, Whist rewards counting more directly than almost any other trick game. Knowing that two rounds of clubs have stripped the suit, or that the last trump sits in your own hand, converts directly into points — and your AI opponents do the same math, at whichever of the three difficulty settings you choose.

New here? Play a hand first, then dig into the rules guide for deal order, revoke edge cases, and worked examples, or the strategy page for opening leads and trump timing. If you keep score for a live table, the score keeper on this site handles the tricks-minus-six arithmetic with selectable game targets. And if you grew up on Bid Whist — the joker-and-kitty partnership game celebrated across Black American card tables — our Bid Whist guide maps it back to the classic game played here.

Tricks per hand

13

All 52 cards are dealt to four seats, so a full hand always resolves in exactly thirteen tricks.

Hand score

Tricks − 6

Only tricks beyond the six-trick book count: 7–6 scores a single point, a thirteen-trick sweep scores seven.

Match target

First to 5

Short whist rules apply here — game points accumulate until a partnership reaches five.

How your AI partner and opponents think

Every AI seat rates each legal card before playing. On lead it prefers long suits and avoids spending trump early; behind a winning partner it throws its cheapest card rather than wasting an honor; against a winning opponent it looks for the least expensive card that still steals the trick, including a small trump from a void.

  • Easy seats misplay about 40% of decisions and forget cards fast.
  • Medium seats err near 15% with reasonable card memory.
  • Hard seats mistake only 2% of plays and remember nearly the full deal.

Scoring with real margins

Because the book absorbs six tricks per side, hand scores stay tiny and every point is expensive. Splitting 7–6 twice puts a partnership two-fifths of the way to a short-whist match, while a single dominant 10–3 hand banks four points at once.

  • Maximum hand score is seven points, and hands can never tie.
  • Traditional tables also play to 7 or 9 points, or add honors bonuses.
  • Here the race runs to 5, the classic short whist target.

Keep score for a live table

The Whist score keeper on this site records each hand's trick split, checks that the totals make thirteen, applies tricks-minus-six scoring, and supports games to 5, 7, or 9 points with an optional traditional honors bonus.

From classic Whist to Bid Whist

The rules page documents deal order, turn-up trump, trick resolution, and revoke edge cases with examples. The Bid Whist guide goes further: the auction, the six-card kitty, jokers, and uptown versus downtown rank order, plus how each departs from the classic game.

Printable Whist rules

Want a rules-first reference for teaching the table? Read the companion guide at cardgamerules.org/whist-rules.

Whist FAQ

How is trump decided in Whist?
The dealer flips the last card of the deal face up, and its suit rules the whole hand. That one reveal replaces the auctions later games bolted on.
How do you score a Whist hand?
The first six tricks form the book and earn nothing; each trick past six is worth one point. A 7-6 hand scores exactly one, so a single trick often separates the sides.
What is Bid Whist?
A faster American descendant played with jokers and a kitty, where partnerships bid for the right to name trump and choose uptown or downtown rank order. Our Bid Whist guide breaks down the whole game.
Do I have to follow suit?
Whenever you hold the led suit, yes — throwing off-suit while able is a revoke. A void hand may discard anything or trump in for the win.
Is Whist a good game to learn before Bridge?
It is the traditional first step. Whist drills leading, ducking, trumping, and partnership tempo without an auction to memorize, and Bridge inherited its entire trick structure.
Who am I partnered with at this table?
North, the AI seat directly across from you. West and East form the opposing pair, and both sides pool their tricks toward the over-six count.